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NeptuneImaging
05-30-2007, 03:19 AM
Hey, I have a question about a certain process in XSI. In 4.2, I remember when I wanted to do a render, and even with the Logged Messages from mental ray, my scene just rendered without the "Opening Local Texture" bogging things down. Now, my images are set to Use from Disk, and I notice that it does the "Opening Local Texture" every time I refresh the render region. Now is there a way to get to stop doing it, and just render? Should I switch the clips back to Load In Memory to get things to just render...

JDex
05-30-2007, 03:45 AM
I believe that keeping it in memory is the only way to not access the file for each ray. If an object with a texture is small and off in only one area of the composition, reading from disk would likely be fine... but if the image is involved in a great deal of the composition, keep it in memory unless you are already in memory trouble.

NeptuneImaging
05-30-2007, 03:56 PM
It is very strange that is does this, because I already have the textures converted to .map files, and it is reading every time I render. I just hope I can get a fast way around this... thanks JDex :)

JDex
05-30-2007, 04:42 PM
Oh, they're already .map files. Those should be very quick to read from disk... that's curious. Is it a usb or firewire disk? or is it an internal, like an SATA

NeptuneImaging
05-30-2007, 05:35 PM
It is a internal SATA drive... on my computer, I have my textures reading from Drive H which is broken into 3 separate hard drives... when I go to render, it keeps opening the local texture and then it stops at a certain texture for a long while. I also change the texturing options to Load in Memory. I have large HD's so this should not be a problem...and I am getting 2GBs of RAM this weekend.

None of this was happening until I added some new objects to the scene. And even deleting them did not help me.

NeptuneImaging
05-30-2007, 08:44 PM
Okay, I went to another render and when I had to stop it, i got this in the script editor:



#ERROR : Property Page Script Logic Error (Microsoft VBScript runtime error)
#ERROR : [665] MsgBox "Render Pass is not supported in the Mod Tool version"
#ERROR : [666] else
#ERROR : >[667] SIUIRenderInspectedPasses
#ERROR : [668] end if
#ERROR : [669] End Sub
#ERROR : Unknown runtime error: 'SIUIRenderInspectedPasses'


Now I wonder what this is

Atyss
05-31-2007, 12:33 AM
With non-.map files, the texture is entirely loaded in memory the first time it is needed, and remains in memory for the whole duration of the frame (unless there is some flushing mecanism I'm not aware of, of course). But this should not print the message you are reporting.

On the other hand, a .map is opened once, but never fully loaded in memory. It remains open and the required content to perform the current tas is read on-demand by mental ray. For instance, you may have a hard time deleting a .map file while a frame is being rendered... I don't know if the already loaded data remains in memory. The message you are getting seems pretty normal.

As for the speed issue that's really strange. Can you confirm that you are not getting those "freeze" with non-.map files?

As for the mod tool stuff I have no clue.


Cheers
Bernard

NeptuneImaging
05-31-2007, 05:43 AM
With non-.map files, the texture is entirely loaded in memory the first time it is needed, and remains in memory for the whole duration of the frame (unless there is some flushing mecanism I'm not aware of, of course). But this should not print the message you are reporting.

On the other hand, a .map is opened once, but never fully loaded in memory. It remains open and the required content to perform the current tas is read on-demand by mental ray. For instance, you may have a hard time deleting a .map file while a frame is being rendered... I don't know if the already loaded data remains in memory. The message you are getting seems pretty normal.

As for the speed issue that's really strange. Can you confirm that you are not getting those "freeze" with non-.map files?

As for the mod tool stuff I have no clue.


Cheers
Bernard

I am not getting this when I apply phong shaders to all objects and do a render. There must be something I messed up on when I tweaked the scenes options. Even in a fresh scene with the same shaders, the slowness occurs especially when I am not using the MAP files. I am also using the mia_material.

And I have been thinking of plugging the .map files into the render tree nodes... I have reinstalled XSI and maybe I should turn the "Convert to .map" back on to see any speed increase. Surprisingly only my CPU usage is 10% so it could not be that. I am getting some more RAM this week so I am going to check to see if that fixes anything.

NeptuneImaging
06-01-2007, 02:35 AM
After trying to get my render region to go and render a piece of my scene, I woke up this morning to find that XSI did not render the scene and started to flush the memory resulting in a crash. Here is the complete log after this morning... this is the weirdest shit I have ever seen. And the scene rendered fine before...


#INFO : SCEN 0.2 info : allocated 537 MB, max resident 537 MB
#INFO : RCB 0.2 info : scene extent: (-62.98,-47.74,-131.50) : (212.89,36.49,120.01)
#INFO : RCB 0.2 info : scene diameter: 382.695844
#INFO : RC 0.2 info : option: scanline off
#INFO : RC 0.2 info : option: trace on
#INFO : RC 0.2 info : option: trace depth reflection 5, refraction 5, sum 10
#INFO : RC 0.2 info : option: acceleration bsp
#INFO : RC 0.2 info : option: bsp size 20
#INFO : RC 0.2 info : option: bsp depth 40
#INFO : RC 0.2 info : option: shadow on
#INFO : RC 0.2 info : option: shadow maps (recompute)
#INFO : RC 0.2 info : option: lightmap on
#INFO : RC 0.2 info : option: motion off
#INFO : RC 0.2 info : option: luminance weights 0.212671 0.71516 0.072169
#INFO : RC 0.2 info : option: caustic off
#INFO : RC 0.2 info : option: globillum on
#INFO : RC 0.2 info : option: globil. accur. 200
#INFO : RC 0.2 info : option: globil. radius 17.3333
#INFO : RC 0.2 info : option: globil. scale 1 0.922 0.863
#INFO : RC 0.2 info : option: phot.vol radius 17.3333
#INFO : RC 0.2 info : option: photon depth reflection 20, refraction 20, sum 40
#INFO : RC 0.2 info : option: finalgather off
#INFO : RC 0.2 info : option: samples min -2, max 1
#INFO : RC 0.2 info : option: contrast 0.2 0.2 0.2 0.2
#INFO : RC 0.2 info : option: filter box 1 1
#INFO : RC 0.2 info : option: render space object
#INFO : RC 0.2 info : option: face both
#INFO : RC 0.2 info : option: field off
#INFO : RC 0.2 info : option: hair on
#INFO : RC 0.2 info : option: hardware off
#INFO : RC 0.2 info : option: task size 64
#INFO : RC 0.2 info : option: pixel preview off
#INFO : RC 0.2 info : option: lens on
#INFO : RC 0.2 info : option: volume on
#INFO : RC 0.2 info : option: geometry on
#INFO : RC 0.2 info : option: displace on
#INFO : RC 0.2 info : option: premultiply on
#INFO : RC 0.2 info : option: colorclip rgb
#INFO : RC 0.2 info : option: output on
#INFO : RC 0.2 info : option: merge on
#INFO : RC 0.2 info : option: virtual framebuf on
#INFO : RC 0.2 info : option: image type interpolate
#INFO : RC 0.2 info : 0 rgba yes
#INFO : RC 0.2 info : camera: focal length 35
#INFO : RC 0.2 info : camera: aperture 35.3887
#INFO : RC 0.2 info : camera: aspect 1.77778
#INFO : RC 0.2 info : camera: resolution 1034 582
#INFO : RC 0.2 info : camera: window 435 94 697 468
#INFO : RC 0.2 info : camera: clip 0.1 32768
#INFO : RC 0.2 info : camera: frame 0 0 0
#INFO : RCGI 0.2 info : scheduling Photon Map jobs
#INFO : RC 0.2 progr: rendering
#INFO : RCI 0.2 progr: begin intersection preprocessing
#INFO : RCI 0.2 info : using BSP for eye rays
#INFO : RCI 0.2 info : using BSP algorithm for secondary rays
#INFO : RCI 0.2 progr: building initial extent bsp-tree
#INFO : RCI 0.2 info : leaves without shadow : 0
#INFO : RCI 0.2 info : leaves with only shadow : 0
#INFO : RCI 0.2 info : leaves with both : 573
#INFO : RCI 0.2 progr: end intersection preprocessing
#INFO : RCI 0.2 info : wallclock 0:00:00.05 for intersection prep.
#INFO : RCI 0.2 info : allocated 538 MB, max resident 540 MB
#INFO : JOB 0.2 progr: 4.1% rendered on kashif-87449348.2
#INFO : JOB 0.3 progr: 8.3% rendered on kashif-87449348.3
#INFO : JOB 0.4 progr: 12.5% rendered on kashif-87449348.4
#INFO : JOB 0.6 progr: 16.6% rendered on kashif-87449348.6
#INFO : JOB 0.3 progr: 20.8% rendered on kashif-87449348.3
#INFO : JOB 0.3 progr: 25.0% rendered on kashif-87449348.3
#INFO : JOB 0.3 progr: 29.1% rendered on kashif-87449348.3
#INFO : JOB 0.3 progr: 33.3% rendered on kashif-87449348.3
#INFO : JOB 0.3 progr: 37.5% rendered on kashif-87449348.3
#INFO : JOB 0.3 progr: 41.6% rendered on kashif-87449348.3
#INFO : JOB 0.3 progr: 45.8% rendered on kashif-87449348.3
#INFO : JOB 0.6 progr: 50.0% rendered on kashif-87449348.6
#INFO : JOB 0.3 progr: 54.1% rendered on kashif-87449348.3
#INFO : JOB 0.3 progr: 58.3% rendered on kashif-87449348.3
#INFO : JOB 0.3 progr: 62.5% rendered on kashif-87449348.3
#INFO : JOB 0.3 progr: 66.6% rendered on kashif-87449348.3
#INFO : JOB 0.3 progr: 70.8% rendered on kashif-87449348.3
#INFO : JOB 0.6 progr: 75.0% rendered on kashif-87449348.6
#INFO : JOB 0.3 progr: 79.1% rendered on kashif-87449348.3
#INFO : JOB 0.6 progr: 83.3% rendered on kashif-87449348.6
#INFO : JOB 0.6 progr: 87.5% rendered on kashif-87449348.6
#INFO : JOB 0.6 progr: 91.6% rendered on kashif-87449348.6
#INFO : JOB 0.6 progr: 95.8% rendered on kashif-87449348.6
#INFO : JOB 0.3 progr: 100.0% rendered on kashif-87449348.3
#INFO : RC 0.2 info : rendering statistics
#INFO : RC 0.2 info : type number per eye ray
#INFO : RC 0.2 info : eye rays 63548 1.00
#INFO : RC 0.2 info : reflection rays 150527 2.37
#INFO : RC 0.2 info : refraction rays 932 0.01
#INFO : RC 0.2 info : shadow rays 3520604 55.40
#INFO : RC 0.2 info : environment rays 23 0.00
#INFO : RC 0.2 info : probe rays 33080136 520.55
#INFO : RC 0.2 progr: rendering finished
#INFO : RC 0.2 info : wallclock 0:56:20.85 for rendering
#INFO : RC 0.2 info : allocated 1129 MB, max resident 1135 MB
#INFO : GAPM 0.2 info : triangle count excluding retessellation : 2
#INFO : GAPM 0.2 info : triangle count including retessellation : 2
#INFO : PHEN 0.2 info : Reflection rays skipped by threshold: 117733
#INFO : PHEN 0.2 info : Refraction rays skipped by threshold: 316
Application.InspectPreferences("")
Application.SetValue("preferences.output_format.picture_standard", 12, "")
Application.SelectObj("Clips.Chinese_Vase_Diffuse_Map_pic", "", "")
Application.SetValue("Clips.Chinese_Vase_Diffuse_Map_pic.ImageDefinitionType", 0, "")
Application.ToggleSelection("Clips.Chinese_Vase_Reflect_Colour_Map_pic,Clips.Cushion_Diffuse_pic,Clips.Cushion_Normal_Map_pic,Clips.Elevator_Diffuse_Map_pic,Clips.Elevator_Diffuse_Map_pic1,Clips.Elevator_Gloss_Calc_Map_pic,Clips.Elevator_Gloss_Map_pic,Clips.Elevator_Light_Diffuse_pic,Clips.Elevator_Light_Diffuse_pic1,Clips.Elevator_Normal_MapDOT3_tga,Clips.Hotel_Hall_Bump_MapDOT3_tga,Clips.Hotel_Hall_Diffuse_pic,Clips.Hotel_Hall_Gloss_Map_pic,Clips.Hotel_Main_Bump_MapDOT3_tga,Clips.Hotel_Main_diffuse_pic,Clips.Hotel_Main_Gloss_Map_pic", "", "")
Application.SetValue("Clips.Chinese_Vase_Diffuse_Map_pic.ImageDefinitionType,Clips.Chinese_Vase_Reflect_Colour_Map_pic.ImageDefinitionType,Clips.Cushion_Diffuse_pic.ImageDefinitionType,Clips.Cushion_Normal_Map_pic.ImageDefinitionType,Clips.Elevator_Diffuse_Map_pic.ImageDefinitionType,Clips.Elevator_Diffuse_Map_pic1.ImageDefinitionType,Clips.Elevator_Gloss_Calc_Map_pic.ImageDefinitionType,Clips.Elevator_Gloss_Map_pic.ImageDefinitionType,Clips.Elevator_Light_Diffuse_pic.ImageDefinitionType,Clips.Elevator_Light_Diffuse_pic1.ImageDefinitionType,Clips.Elevator_Normal_MapDOT3_tga.ImageDefinitionType,Clips.Hotel_Hall_Bump_MapDOT3_tga.ImageDefinitionType,Clips.Hotel_Hall_Diffuse_pic.ImageDefinitionType,Clips.Hotel_Hall_Gloss_Map_pic.ImageDefinitionType,Clips.Hotel_Main_Bump_MapDOT3_tga.ImageDefinitionType,Clips.Hotel_Main_diffuse_pic.ImageDefinitionType,Clips.Hotel_Main_Gloss_Map_pic.ImageDefinitionType", [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], "")
Application.SelectObj("Clips.Soda_Can_Prop_ColorMap_pic", "", "")
Application.ToggleSelection("Clips.Soda_Can_Prop_Gloss_pic,Clips.Soda_Can_Prop_Reflection_pic,Clips.Soda_Machine_Diffuse_pic,Clips.Soda_Machine_Gloss_pic,Clips.Soda_Machine_Reflection_pic", "", "")
Application.SetValue("Clips.Soda_Can_Prop_ColorMap_pic.ImageDefinitionType,Clips.Soda_Can_Prop_Gloss_pic.ImageDefinitionType,Clips.Soda_Can_Prop_Reflection_pic.ImageDefinitionType,Clips.Soda_Machine_Diffuse_pic.ImageDefinitionType,Clips.Soda_Machine_Gloss_pic.ImageDefinitionType,Clips.Soda_Machine_Reflection_pic.ImageDefinitionType", [1, 1, 1, 1, 1, 1], "")
Application.SetValue("preferences.rendering.default_image_management_type", 1, "")
Application.SelectObj("Glass_Case_base", "", "")
Application.SelectObj("Glass_Case_base", "", "")
Application.SetValue("Glass_Case_base.Name", "Glass_Case_base", "")
Application.SelectObj("Glass_Case_base", "", "")
Application.SetValue("Glass_Case_base.Name", "Glass_Case_base", "")
Application.Duplicate("Glass_Case_base", "", 2, 1, 1, 0, 0, 1, 0, 1, "", "", "", "", "", "", "", "", "", "", 0)
Application.SetValue("Glass_Case_base5.Name", "Glass_Case_base5", "")
Application.SelectObj("Glass_Case_base4", "", "")
Application.DeleteObj("Glass_Case_base4")
Application.SelectObj("null1", "", "")
Application.DeleteObj("null1")
Application.SelectObj("null", "", "")
Application.DeleteObj("null")
Application.SelectObj("Glass_Case_base5", "", "")
Application.SetValue("Glass_Case_base5.Name", "Pedestal", "")
Application.Translate("", -67.1870081292675, 2.66453525910038E-15, -43.8939733625884, "siRelative", "siViewCOG", "siObj", "siXYZ", "", "", "", "", "", "", "", "", "", 0, "")
Application.Scale("", 0.6469873718898, 1, 0.6469873718898, "siRelative", "siGlobalCOG", "siObj", "siXYZ", "", "", "", "", "", "", "", 0, "")
Application.Translate("", -0.119467082810713, 0, -1.55108837368786, "siRelative", "siGlobalCOG", "siObj", "siXYZ", "", "", "", "", "", "", "", "", "", 0, "")
Application.Translate("", 0, -2.73042626365747E-02, 0, "siRelative", "siGlobalCOG", "siObj", "siXYZ", "", "", "", "", "", "", "", "", "", 0, "")
Application.SetSelFilter("Vertex")
Application.AddToSelection("Pedestal.pnt[20-39,60-LAST]", "", 1)
Application.Translate("", 0, 7.37057212321677, 0, "siRelative", "siGlobalCOG", "siObj", "siXYZ", "", "", "", "", "", "", "", "", "", 0, "")
Application.ActivateObjectSelTool("")
Application.FreezeModeling("", "", "")
Application.Duplicate("Pedestal", "", 2, 1, 1, 0, 0, 1, 0, 1, "", "", "", "", "", "", "", "", "", "", 0)
Application.Translate("", 63.7743541002228, 0, 0, "siRelative", "siGlobalCOG", "siObj", "siXYZ", "", "", "", "", "", "", "", "", "", 0, "")
Application.Translate("", 3.52901564190955, 0, 0, "siRelative", "siGlobalCOG", "siObj", "siXYZ", "", "", "", "", "", "", "", "", "", 0, "")
Application.Duplicate("Pedestal1", "", 2, 1, 1, 0, 0, 1, 0, 1, "", "", "", "", "", "", "", "", "", "", 0)
Application.Translate("", -116.205443637165, -6.21724893790088E-15, 105.898657898599, "siRelative", "siViewCOG", "siObj", "siXYZ", "", "", "", "", "", "", "", "", "", 0, "")
Application.Duplicate("Pedestal2", "", 2, 1, 1, 0, 0, 1, 0, 1, "", "", "", "", "", "", "", "", "", "", 0)
Application.DeleteObj("Pedestal3")
Application.SelectObj("Pedestal2", "", "")
Application.Duplicate("Pedestal2", "", 2, 1, 1, 0, 0, 1, 0, 1, "", "", "", "", "", "", "", "", "", "", 0)
Application.Translate("", 42.8523327946161, 0, 0, "siRelative", "siGlobalCOG", "siObj", "siXYZ", "", "", "", "", "", "", "", "", "", 0, "")
Application.Duplicate("Pedestal3", "", 2, 1, 1, 0, 0, 1, 0, 1, "", "", "", "", "", "", "", "", "", "", 0)
Application.Translate("", -67.3033697421324, 8.88178419700125E-15, -148.762400381365, "siRelative", "siViewCOG", "siObj", "siXYZ", "", "", "", "", "", "", "", "", "", 0, "")
Application.Translate("", 0, 1.81578060277768, 0, "siRelative", "siGlobalCOG", "siObj", "siXYZ", "", "", "", "", "", "", "", "", "", 0, "")
Application.SaveScene()
#INFO : SCEN 0.2 progr: begin scene preprocessing for frame 0
#INFO : SCEN 0.2 info : 575 geometry leaf instances (7 scheduled, 556 cached, 12 shared)
#INFO : SCEN 0.2 info : 19 light leaf instances
#INFO : SCEN 0.2 info : wallclock 0:00:01.04 for scene preprocessing
#INFO : SCEN 0.2 info : allocated 355 MB, max resident 1135 MB
#INFO : RCB 0.2 info : scene extent: (-62.98,-47.74,-131.50) : (212.89,36.49,120.01)
#INFO : RCB 0.2 info : scene diameter: 382.695844
#INFO : RC 0.2 info : option: scanline off
#INFO : RC 0.2 info : option: trace on
#INFO : RC 0.2 info : option: trace depth reflection 5, refraction 5, sum 10
#INFO : RC 0.2 info : option: acceleration bsp
#INFO : RC 0.2 info : option: bsp size 20
#INFO : RC 0.2 info : option: bsp depth 40
#INFO : RC 0.2 info : option: shadow on
#INFO : RC 0.2 info : option: shadow maps (recompute)
#INFO : RC 0.2 info : option: lightmap on
#INFO : RC 0.2 info : option: motion off
#INFO : RC 0.2 info : option: luminance weights 0.212671 0.71516 0.072169
#INFO : RC 0.2 info : option: caustic off
#INFO : RC 0.2 info : option: globillum on
#INFO : RC 0.2 info : option: globil. accur. 200
#INFO : RC 0.2 info : option: globil. radius 17.3333
#INFO : RC 0.2 info : option: globil. scale 1 0.922 0.863
#INFO : RC 0.2 info : option: phot.vol radius 17.3333
#INFO : RC 0.2 info : option: photon depth reflection 20, refraction 20, sum 40
#INFO : RC 0.2 info : option: finalgather off
#INFO : RC 0.2 info : option: samples min -2, max 1
#INFO : RC 0.2 info : option: contrast 0.2 0.2 0.2 0.2
#INFO : RC 0.2 info : option: filter box 1 1
#INFO : RC 0.2 info : option: render space object
#INFO : RC 0.2 info : option: face both
#INFO : RC 0.2 info : option: field off
#INFO : RC 0.2 info : option: hair on
#INFO : RC 0.2 info : option: hardware off
#INFO : RC 0.2 info : option: task size 64
#INFO : RC 0.2 info : option: pixel preview off
#INFO : RC 0.2 info : option: lens on
#INFO : RC 0.2 info : option: volume on
#INFO : RC 0.2 info : option: geometry on
#INFO : RC 0.2 info : option: displace on
#INFO : RC 0.2 info : option: premultiply on
#INFO : RC 0.2 info : option: colorclip rgb
#INFO : RC 0.2 info : option: output on
#INFO : RC 0.2 info : option: merge on
#INFO : RC 0.2 info : option: virtual framebuf on
#INFO : RC 0.2 info : option: image type interpolate
#INFO : RC 0.2 info : 0 rgba yes
#INFO : RC 0.2 info : camera: focal length 35
#INFO : RC 0.2 info : camera: aperture 35.3887
#INFO : RC 0.2 info : camera: aspect 1.77778
#INFO : RC 0.2 info : camera: resolution 1034 582
#INFO : RC 0.2 info : camera: window 419 12 967 536
#INFO : RC 0.2 info : camera: clip 0.1 32768
#INFO : RC 0.2 info : camera: frame 0 0 0
#INFO : RCGI 0.2 info : scheduling Photon Map jobs
#INFO : RC 0.2 progr: rendering
#INFO : RCI 0.2 progr: begin intersection preprocessing
#INFO : RCI 0.2 info : using BSP for eye rays
#INFO : RCI 0.2 info : using BSP algorithm for secondary rays
#INFO : RCI 0.2 progr: building initial extent bsp-tree
#INFO : RCI 0.2 info : leaves without shadow : 0
#INFO : RCI 0.2 info : leaves with only shadow : 0
#INFO : RCI 0.2 info : leaves with both : 575
#INFO : RCI 0.2 progr: end intersection preprocessing
#INFO : RCI 0.2 info : wallclock 0:00:00.02 for intersection prep.
#INFO : RCI 0.2 info : allocated 355 MB, max resident 1135 MB
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Elevator Gloss Map.pic, for reading
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Elevator Diffuse Map.pic, for reading
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Hotel Main Gloss Map.pic, for reading
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Hotel Main diffuse.pic, for reading
#INFO : IMG 0.4 progr: opening texture H:\Soda Pop Kid\Hotel Room\Bump-Displacement-Normal Maps\Normal Maps\Hotel Hall Bump MapDOT3.tga, for reading
#INFO : IMG 0.4 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Hotel Hall Gloss Map.pic, for reading
#INFO : IMG 0.4 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Hotel Hall Diffuse.pic, for reading
#INFO : IMG 0.4 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Elevator Gloss Calc Map.pic, for reading
#INFO : IMG 0.3 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Soda Machine Reflection.pic, for reading
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Bump-Displacement-Normal Maps\Normal Maps\Hotel Main Bump MapDOT3.tga, for reading
#INFO : IMG 0.3 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Soda Machine Diffuse.pic, for reading
#INFO : IMG 0.3 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Soda Machine Gloss.pic, for reading
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Cushion Diffuse.pic, for reading
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Bump-Displacement-Normal Maps\Normal Maps\Cushion Normal Map.pic, for reading
#INFO : IMG 0.3 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Chinese Vase Reflect Colour Map.pic, for reading
#INFO : IMG 0.3 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Chinese Vase Diffuse Map.pic, for reading
#INFO : IMG 0.6 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Elevator Light Diffuse.pic, for reading
#INFO : IMG 0.5 progr: opening texture H:\Soda Pop Kid\Hotel Room\Bump-Displacement-Normal Maps\Normal Maps\Elevator Normal MapDOT3.tga, for reading
#INFO : IMG 0.5 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Soda Can Prop Reflection.pic, for reading
#INFO : IMG 0.5 progr: opening texture H:\Soda Pop Kid\Soda Can\Soda Can Prop ColorMap.pic, for reading
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 1029' for future runs
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Bump-Displacement-Normal Maps\Normal Maps\Hotel Main Bump MapDOT3.tga, for reading
#INFO : IMG 0.6 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Chinese Vase Reflect Colour Map.pic, for reading
#INFO : IMG 0.6 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Chinese Vase Diffuse Map.pic, for reading
#INFO : IMG 0.4 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Cushion Diffuse.pic, for reading
#INFO : IMG 0.3 progr: opening texture H:\Soda Pop Kid\Hotel Room\Bump-Displacement-Normal Maps\Normal Maps\Cushion Normal Map.pic, for reading
#INFO : MEM 0.1 progr: scene cache flushed asynchronously 272 MB for module JOB, now: 945 MB
#INFO : MEM 0.5 progr: scene cache flushed 89 MB in 85.08s, now: 945 MB
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Bump-Displacement-Normal Maps\Normal Maps\Hotel Main Bump MapDOT3.tga, for reading
#INFO : MEM 0.1 progr: scene cache flushed asynchronously 178 MB for module JOB, now: 770 MB
#INFO : IMG 0.3 progr: opening texture H:\Soda Pop Kid\Hotel Room\Bump-Displacement-Normal Maps\Normal Maps\Cushion Normal Map.pic, for reading
#INFO : IMG 0.5 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Cushion Diffuse.pic, for reading
#INFO : IMG 0.6 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Chinese Vase Reflect Colour Map.pic, for reading
#INFO : IMG 0.6 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Chinese Vase Diffuse Map.pic, for reading
#INFO : IMG 0.5 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Soda Can Prop Reflection.pic, for reading
#INFO : IMG 0.5 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Soda Can Prop Gloss.pic, for reading
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 879' for future runs
#INFO : IMG 0.6 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Elevator Light Diffuse.pic, for reading
#INFO : IMG 0.4 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Elevator Gloss Calc Map.pic, for reading
#INFO : IMG 0.3 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Soda Machine Diffuse.pic, for reading
#INFO : IMG 0.3 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Soda Machine Gloss.pic, for reading
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Bump-Displacement-Normal Maps\Normal Maps\Cushion Normal Map.pic, for reading
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Chinese Vase Reflect Colour Map.pic, for reading
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Chinese Vase Diffuse Map.pic, for reading
#INFO : MEM 0.5 progr: scene cache flushed 24 MB in 156.43s, now: 859 MB
#INFO : MEM 0.1 progr: scene cache flushed asynchronously 229 MB for module JOB, now: 875 MB
#INFO : IMG 0.4 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Hotel Hall Gloss Map.pic, for reading
#INFO : IMG 0.6 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Elevator Gloss Map.pic, for reading
#INFO : MEM 0.1 progr: scene cache flushed asynchronously 208 MB for module JOB, now: 666 MB
#INFO : IMG 0.6 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Elevator Diffuse Map.pic, for reading
#INFO : IMG 0.6 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Hotel Main Gloss Map.pic, for reading
#INFO : IMG 0.4 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Hotel Hall Diffuse.pic, for reading
#INFO : IMG 0.5 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Soda Can Prop Reflection.pic, for reading
#INFO : IMG 0.6 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Hotel Main diffuse.pic, for reading
#INFO : IMG 0.5 progr: opening texture H:\Soda Pop Kid\Soda Can\Soda Can Prop ColorMap.pic, for reading
#INFO : IMG 0.6 progr: opening texture H:\Soda Pop Kid\Hotel Room\Bump-Displacement-Normal Maps\Normal Maps\Hotel Main Bump MapDOT3.tga, for reading

NeptuneImaging
06-01-2007, 02:36 AM
#INFO : IMG 0.3 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Elevator Gloss Calc Map.pic, for reading
#INFO : IMG 0.6 progr: opening texture H:\Soda Pop Kid\Hotel Room\Bump-Displacement-Normal Maps\Normal Maps\Hotel Hall Bump MapDOT3.tga, for reading
#INFO : IMG 0.5 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Cushion Diffuse.pic, for reading
#INFO : IMG 0.5 progr: opening texture H:\Soda Pop Kid\Hotel Room\Bump-Displacement-Normal Maps\Normal Maps\Cushion Normal Map.pic, for reading
#INFO : IMG 0.3 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Chinese Vase Reflect Colour Map.pic, for reading
#INFO : IMG 0.6 progr: opening texture H:\Soda Pop Kid\Hotel Room\Bump-Displacement-Normal Maps\Normal Maps\Elevator Normal MapDOT3.tga, for reading
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : MEM 0.6 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.6 info : try '-memory 890' for future runs
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Chinese Vase Diffuse Map.pic, for reading
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Soda Machine Reflection.pic, for reading
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Diffuse Maps\Soda Machine Diffuse.pic, for reading
#INFO : IMG 0.2 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Soda Machine Gloss.pic, for reading
#INFO : IMG 0.5 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Soda Can Prop Reflection.pic, for reading
#INFO : IMG 0.5 progr: opening texture H:\Soda Pop Kid\Soda Can\Soda Can Prop ColorMap.pic, for reading
#INFO : IMG 0.5 progr: opening texture H:\Soda Pop Kid\Hotel Room\Reflection-Gloss Maps\Soda Can Prop Gloss.pic, for reading
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 892' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 892' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 892' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 892' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 892' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 892' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 892' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 892' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 892' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 892' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 892' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 892' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 892' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 892' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 892' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 893' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 894' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 895' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 895' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 895' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 895' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
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#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 895' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 895' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 895' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 895' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 895' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 895' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 895' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 895' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 895' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 895' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 898' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 902' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 902' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 902' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 902' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 902' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 902' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 902' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 902' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 902' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 902' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 902' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 902' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 903' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 903' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 903' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 903' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 903' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 903' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 903' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 903' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 903' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 903' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 903' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 903' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 903' for future runs
#INFO : MEM 0.5 info : allocation of 16810104 bytes failed: flushing
#INFO : MEM 0.5 info : try '-memory 903' for future runs
#INFO : MEM 0.5 fatal 031008: can't allocate 16810104 bytes.
#INFO : MEM 0.5 fatal 031008: can't allocate 16810104 bytes.

Fluckrat
06-01-2007, 07:49 AM
Lookling at you output, my guess would be that you have created a great number of clips of the same textures from repeated sources rather than creating lots of clips from the same source OR re-using the same clip many times. You say you're using .map files so this shouldn't be a problem but it might be worth checking....

To put it in layman's terms, in your image node in your materials, you've been clicking 'New -> New from File' instead of 'New -> New from Source' OR you've not been selecting the same clip over and over from the drop-down menu.

All is not lost though, open 2 explorers side-by-side and switch both to show 'Sources/Clips' (press 'o'). In one expand the sources and in the other expand the Clips. Now find any sources that are repeated, take the first one and drag it onto all the clips with the same name. Now if you refesh one of the explorers and look at your sources again, you will see that the unecessary ones are now unused and can be deleted.

Hope this was clear/helps! Let me know if you need any more help....

NeptuneImaging
06-01-2007, 11:58 AM
Hey Fluckrat,

I have not used the New>From Clips or anything like that....I just simply drag and drop the Image file from the Browser. I also have one clip plugged into two or more node on some shaders... such as I have a model that has an image (just one) plugged into a diffuse (with a color correction node) and the AO Ambient. It shouldn't be a problem....I am getting some RAM today so it should fix my problem. Well, I do have an object that shares an image and from some reason it created a clone of it, which has never happened before.

I also have Lightmap files, that i can't seem to get rid of in my sources...it was from a jade material that I ended up using a common shader for. The important thing right now is to get the renders sped up because I am also using objects that have Subdivision surfaces and raytraced objects.

I'll keep you all posted.

Atyss
06-01-2007, 11:02 PM
For some reason, you're running out of memory. What the message is saying is that it's trying to free up memory (by flusing data it doesn't need), but it can't because it needs that data to perform the current task.

What is the memory limit set to? If you have 2 Gb of ram, try a high value like 1300. If you're using the 3Gb switch, you might try higher values like 2300 (basically, leave at least 700Mb for other processes).

Do you have any ultra-heavy geometry? Hair, displacement, motion blur? Your log doesn't suggest anything special, I really don't see what could cause that. Not sure what's happening. At that point, I suggest exporting models and rebuilding the scene.



As for the opening texture message that's interesting. I don't remember noticing it recently, it's probably printed only in progress verbosity or higher.



Cheers
Bernard

NeptuneImaging
06-02-2007, 01:55 AM
For some reason, you're running out of memory. What the message is saying is that it's trying to free up memory (by flusing data it doesn't need), but it can't because it needs that data to perform the current task.

What is the memory limit set to? If you have 2 Gb of ram, try a high value like 1300. If you're using the 3Gb switch, you might try higher values like 2300 (basically, leave at least 700Mb for other processes).

Do you have any ultra-heavy geometry? Hair, displacement, motion blur? Your log doesn't suggest anything special, I really don't see what could cause that. Not sure what's happening. At that point, I suggest exporting models and rebuilding the scene.



As for the opening texture message that's interesting. I don't remember noticing it recently, it's probably printed only in progress verbosity or higher.



Cheers
Bernard


You bring up a great point, I have right now 512MB of RAM and I have never had a problem other than the renders taking all night. Before I have models with Subdivision levels at 4 but I set them back to zero. I also optimised the scene by have Mental Ray render Front Faces only except for glass and cloth objects...other scenes render fine. I ordered some RAM too so I should get a nice jump in speed. I did render the scene with just a Phong and it whet quickly... it could also be the shaders I am using. I optimised the scene with my current shaders and the render region rendered quickly. I have alot of refractive objects too with high subd levels...those are fine though. I will post my findings and see what happens.

NeptuneImaging
06-02-2007, 07:29 AM
It is rendering like normal again, although still slow until I get some RAM in this week/ I solved my problem by deleting my textures and map files and reapplying them in XSI... the texture maps are nowhere above 6MB so they should be fine, making .map files for these useless.

Thanks all.... :)

NeptuneImaging
06-02-2007, 04:17 PM
Okay, I have rebuilt the scene and used the texture files but I am still getting the memory flushing errors. and the texture maps are not that big... is there anything else I could try...?

JDex
06-02-2007, 06:02 PM
Honestly... 512M of ram is abit lower than I even guessed that you'd be using. I'd wait to get those new sticks, because it sounds like your scene (not the textures themselves) is just too much for your current config to handle.

NeptuneImaging
06-02-2007, 06:41 PM
Yeah, Jason, it is kind of funny because I have a multithreaded processor at 3.2Ghz with HT and my graphics card is a Nvidia GeForce 7600GS with 512 MB so I figure that would help. I really hope the sticks will help...i have a half a million polygons (Just pure polygons) and the whole scene can get to about over 1.27M polygons with SubD's on. I had to turn off the backfaces to make the scene faster. Thank god I am getting the new sticks because I am getting ZB3, and also the cloth on the characters are going to be ultra heavy for cloth sim. And I am almost done with the WIP i am working on so the sticks will be nice to have.

Atyss
06-02-2007, 07:40 PM
Indeed, 512Mb is very low to operate mental ray. mr is a memory hog.

Try using mesh splitting (set the factor to 0.2, for example). Rendering will be slower, but it may get the job done.


Cheers
Bernard

NeptuneImaging
06-03-2007, 02:27 AM
Indeed, 512Mb is very low to operate mental ray. mr is a memory hog.

Try using mesh splitting (set the factor to 0.2, for example). Rendering will be slower, but it may get the job done.


Cheers
Bernard

I am going to try that now with the mesh splitting...a lot of my objects are not over 4000 polygons unless I use SubDs. I am hoping that I get my sticks soon so I can continue my work...

My only worry is trying to render 5000+ frames in a timely manner on a single comp (I don't have a render farm) with Pass channels and cloth plotted to shapes and many passes for SSS. I will test the Large BSP. Funny on the box for the program, it says 512MB Recommended lol.

NeptuneImaging
06-04-2007, 05:47 PM
I have the new sticks now and everything is sweet....

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